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Writer's pictureCatherine Preimesberger

Sugar Sleuths: Sketchbook Pages 21 - 25

Updated: Oct 29, 2018

This is where I started to lay out the entire game. All of these notes cover how I intended to place all the sprites and how they would parallax. This part of the project may have driven me slightly insane since this was practically the only job I had. (And I realize I technically violated my 5 page gallery max, but it's my blog so there)


To be fair, I had to do most, if not all, implementation after one member of my team stepped into my territory (he had his own job, but he thought he could, without telling me, add sprites all over the place). I nearly had to scrap my small progress after he wrecked it with duplicates upon duplicates of sprites (that were sitting on top of each other ((((: ).


Page 21: This is my first jab at how the sprites were to be layered. I started with roughly 14, then I immediately started to add layers. The final result is around 25 layers, each with different frictions. Man, there was so much parallax work... It was fun though!


Page 22: This is a failed attempt at drawing a new map. I set the cabin positions by using 40 degree angles, but I instantly messed up laying out the angles, haha. This is also the start of my descent into properly placing the moon. By descent, I mean I researched where the moon would be at certain times at night and season. I was hellbent on getting that correct. Even then, the moon flew by because I tried to be realistic when it came to looking at the moon when walking in a circle. #maximumeffort


Page 23: This a math page that I recall! All joking aside, I was told by my design lead to update the map since the "player should be able to pass by 4 areas max. (from [their] starting position) in the full two minutes." Looking at the player's velocity (which was 2.5 m/s at the time) and the time, I determined the distance between two areas. With that 75 m, I applied that to the entire map. There was a lot more map math to come after this.


Page 24a: This a much more blank version of the map that was meant for determining the moon's position. Those frowny faces (and one smiley) were most likely from my roommate (who did a few character animations for this). She likes to doodle on my stuff sometimes, lol. The arrows pointing to either full moon or no moon was to say, "On this half of the map, player should see the full moon; the other half of the map will not have the moon in view.)


Page 24b: The page is the same as before, but with a folded paper circle to indicate the full moon's position. I made this once in my astronomy class, so I thought it would be handy to use one here. To use it... In retrospect, I probably went way overboard for this one sprite.


Page 24c: This is pretty much the same ad Page 24b; the paper circle is just turned 90 degrees. This position was more accurate for the summer season, I believe?


Page 25: This is a page filled to the brim with conversions. Referencing my map, I used the length between each cabin (in this case, it was 75 m, or 40 degrees) and the position the moon (in degrees) to determine the sprite's position and viewing range in the game. After this, I would start to get serious about how fast the moon appears to move when walking in a circle.


I love doing math and physics, but games definitely don't need realistic physics, as I learned down the line.



Dates: November 6 - 13, 2017

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